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Warhammer 40,000/9th Edition Tactics/Orks
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== Warlord Traits == <tabs> <tab name="Generic"> #'''Follow me, Ladz!''': If your warlord charges, any {{W40kKeyword|<Klan> Core}} that charges an enemy engaged with the warlord also adds +1 to their charge rolls. Makari takes this...if anyone's insane enough to give him a WT. #* Absolutely something to consider, as your boss shouldn't be alone in getting caught in a fight. #'''Big Gob''': Auras improve their range by 3" to a maximum of 9". Zagstruk has this. #* Sadly this is useless on KFFs. However, anything else you need works perfectly fine. There is better stuff here tho. #''''Ard as Nails''': Attacks against the Warlord suffer -1 to wound. #* A massive switch compared to before, but this will mess up things like power axes, allowing you to even the field with equal enemies. Grotsnik has this trait. #'''Brutal but Kunnin'''': Each time the warlord fights, if the warlord allocates all attacks to one enemy unit, then for each attack that did not make it to the Inflict Damage step they can make an additional attack. This behaves more like a second fight phase but in the same unit activation. Snikrot has this. #* This is hands down the best trait for a killy warboss. With the way its worded, the rule also applies to any additional hits granted by the Goff Clan trait! #* Note that things like Squigosaur jaws will not give extra attacks on Squighog jaws weapon (it is specifically stated they can do maximum of 3 attacks) but rather they will generate extra attacks for the Warboss himself. #* Also note that if the Squigosaur rolls any 6's to wound (and do 3 mortal wounds), the attack sequence for that attack immediately ends which technically means that this wound generate an additional attack. XD. #* Also procs off a foot-sloggin Warboss' Attack Squig's extra attacks, allowing to turn your loveable rascals measly bites into proper Power Klaw blows. #'''Kunnin' but Brutal''': At the start of the fight phase, if this Warlord is in engagement range of any enemy units, it can fight first that phase. #* A bit situational since if you charge, you're fighting first usually. This is good for the next fight phase in the opponent's turn, but...they can just fallback and shoot your warlord. A bit meh. #'''Might is Right''': Grants your Ork Boss +1 Strength and Attack. #*Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength. #* It is decent but for power klaw Warboss Brutal but Kunning is better. </tab> <tab name="Beast Snaggas"> #'''Bigkilla Boss''': Your warlord gets +2 attacks and +1 to hit if they are targeting a vehicle or monster in melee. #* As this got shoved to the Beast Snaggas, you can clearly see more uses for this. That on-foot beastboss' claw? Now outpacing the power klaw they can't grab. #* {{W40kKeyword|Blood Axes}} Warbosses get an extra mile out of it, as they can charge after falling back. #* Stack with Fists of Gork power for maximum carnage! #* This one is very good, but highly situational and dependent on enemy list. #'''Beastgob:''' Squigs within 6" of the warlord add +1 damage to their attacks but not those of any riders. Best suited for cavalry-heavy forces. Zogrod and the Kill-Rig have this. #*It is nice in squig heavy armies but there is much better stuff. #'''Half-Chewed:''' Warlord gains 4+ FNP when fighting a monster or vehicle in melee. #* Situational. </tab> <tab name="Speed Freeks"> #'''Roadkilla:''' When the warlord charges, one enemy unit that was nearby eats d3 mortal wounds on a 2+. #* Way to make MW dishing monstrocity with several overlaping skills to murdyfy most things he touches with tons of MW. #'''Up in their Faces:''' The warlord can shoot after falling back. #* Kinda redundant on Blood Axes, who can already do that with their Kultur. #* Nope. #'''Junkboss:''' Warlord gets a 4++ save. #* 4++ is always good. Can be put on Wartrike or Warbike Warboss. </tab> </tabs>
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